Leon's First Scenario...
From the starting point, clear a path through the zombies and make your
way to the gun shop. There, you'll find two boxes of
handgun ammunition. Once the zombies break through the glass, you can
either flee in terror or kill the zombies and get the shop
owner's shotgun.
Once in the alley behind the shop, make your way to the back of the
van and collect the handgun rounds. The zombies will break
through the gate; take care of them and go to the door on the other
side of the basketball court. From this point, run by the zombies
and head to the bus. Once inside, take the handgun bullets out of the
bag and take care of the flesh eaters. Head for the front door
of the bus.
From here, it's only a short distance to the police station, but beware
- many of the undead are waiting.
In the main hall of the police station, pick up the handgun bullets
and ink ribbon. You can save here at the typewriter. Go through the
unlocked door and speak with the wounded officer. He will give you
a key card. Use the key card on the computer in the main hall
where you first entered the station house. It unlocks the other door.
Now go through it, and you'll find a police memo. Head through
the door next to the window. In the hallway you will come across an
officer who has had a slight problem with his head. If you
double-check him you will find that he has some handgun bullets that
you might need. Further down the hall you'll come across a
pool of blood. Beware of the creature that drops down. Simply aim low
and shoot until it doesn't move anymore. Pick up the green
herbs to heal yourself now or later.
Enter the door at the end of the hall. Go down the hall and through
the double doors to the right. To your immediate left on a desk
you will find the Operation Report file. Head to the small room to
the left of the chalkboard. There, go to the fireplace and ignite the
fire with the lighter to reveal the first red jewel. Take it and head
out the door and continue down the hallway. When you reach the
room with the zombies, take care of them quickly and head up the stairs
to the left. Now head down the hall until you reach the
statue with the second red jewel in its hand. Push the smaller gray
statue over the square on the floor to the left of the big statue.
Push the reddish statue over the square on the right side of the statue.
The red jewel will be released and is yours for the taking.
Head through the door to the right of the statue and down the hallway.
Enter the first door, which is the S.T.A.R.S. office. On Chris's
desk you will find his diary, and beneath that you will find the Unicorn
Medal. Get the shotgun out of the locker and exit the room.
Take the Unicorn Medal to the fountain in the main hall of the police
station, where you first entered. Place the Unicorn Medal in the
front of the fountain. This will release the spade key. Go back into
the door from which you came and down the hall, and unlock the
door to the file room. There, you'll find the Patrol Report, ink ribbon,
and a crank. To get the crank, push the step stool to the
cabinet, climb up, and get it. Exit the room and head up to the second
floor
Go down the hall past the statues and enter the door. Make your way
to the library. From there, head up the stairs to the right and
down the walkway. You will fall through the floor. Look at the picture
clue and push the red button. Approach the face of the
bookshelves and push the red switches to make the bookcases match the
picture clue. Once in the correct position, the picture will
fall away and reveal the bishop plug. Take the plug and exit the double
doors. Then make your way to the other side of the balcony,
past the zombies, and through the door on the far side. Enter the room
and pick up the desk key, ink ribbon, and the Chief
Secretary's Diary A. Then exit through the opposite door and head down
the hallway. Exit through the door straight ahead.
Once outside go down the stairs and enter the door. In the hallway,
enter the open doorway on the left. Enter the small room with
the open door to the right. Inside you will find green herbs behind
a desk and a safe in front. To open the safe, use the combo 2236.
Inside you will find acid rounds and the police station map. Exit double
doors at far end of room.
Make your way to the burning helicopter outside the police station.
Go down the stairs and enter the door around the corner, where
you'll find a save point, bow darts, and a valve handle. With valve
handle in hand, return to the burning helicopter. Go behind the open
fence next to the door and use the valve handle on the water-pressure
valve. Water will quench the flames and in the smoke you will
find handgun bullets. Head back to hallway inside the house where the
helicopter was protruding in. Now with the flames out you can
enter the door on the right.
In this room you will find the diamond key and two stone busts protruding
out of the wall. Place a red jewel in each one of the busts.
This will reveal the king plug. Take the plug and head back to the
first floor. Use the diamond key to enter the evidence room on the
first floor to the right of the main staircase. Dispatch the zombies
quickly, and then search for the film and shotgun shells. Exit
through the other door into the room where the officer gave you the
key card at the beginning. This time he won't be so nice. On the
desk in the room where you find him will be the heart key. If you look
around the main room you will find some handgun bullets in the
locker and a memo to Leon on the desk. When you're done poking around,
head to the interrogation room that you can open with
the diamond key. Once inside you'll find the rook plug and cord. Make
your way out of the room quickly....
Now go back to the room where you got the memo to Leon. From there,
go down the short hallway to the door you need the heart
key for. Use it and discard. Now head for the stairs, and look out
for the dogs. Take your first right and run to the first door on your
right. Inside, pick up the green herbs and police B1 map, then head
for the reserve power control panel. Once there press up, down,
up, down, up. This will activate the key card lock door. Now head back
out, take a right, and head to the door at the end of the
hallway marked parking.
You will now meet up with Ada Wong. Help Ada move the paddy wagon out
of the way. Follow her in and find the cell that Ben is in.
After a brief conversation, look to the shelf on the right for the
manhole opener. Head to the left of the kennels and look for the
manhole. Use the manhole opener and head down. Once there you will
become Ada. Beware of the dogs!
You want to take the first right and head straight for the door. Inside
the room, look to the right to find the sewage-disposal map
hanging on the wall. Hop down to the left of the control panel and
push the boxes in place so they make a bridge. Once they are in
place, hop back up to the water-level control switch and push the button.
The water will raise the boxes and you can walk across
and get the club key. Now head back to the door on the right, where
some grenade rounds are waiting, and head back to where you
first became Ada. She will automatically give Leon the items. Once
you are yourself again, head back up the stairs, open the door
using the diamond key, and discard it. Inside the room, you'll acquire
the Magnum, the night watchman's diary, and ammo. Now go
into the only room on the first-floor map you haven't been in: the
middle room on the upper right side. Use the club key to enter and
discard. With lighter in hand, ignite the furnace on the far side of
the room. Then turn the faucets on the wall in this order: 12, 13,
and 11. This will make the golden cogwheel fall out of the painting.
Take it and head to the third floor via the library on the second
floor.
Enter the only other door on the third floor and use the crank in the
square hole in the wall to lower a staircase. Head up the
staircase and use the golden cogwheel on the gears, then press the
button to open the door to the right. Behind the door you will
find the knight plug. Go down the shaft and pick up the mail to the
chief. Keep going and prepare for a fierce fight with the hideous
monster waiting for you. Once he's defeated, make your way to the door
at which you need to place all of the chess piece plugs to
enter. From there you can find the room that contains the ink ribbon,
sewer manager file, and save point.
When you exit, you'll run into Ada again. After a brief conversation,
you will be shot and become Ada again. Follow the woman up
the ladder and on into the vent shaft. After you meet up with her,
head down the ladder. Here you'll once again become Leon. Go
down the hallway and find the wolf coin. Follow the sewer until you
reach the equipment. Use the valve handle on the bridge-lowering
mechanism. Once across and on the other side, use it again to raise
the bridge back up (trust me). Head down the corridor until the
alligator attacks. Then run back until you get to the red light on
the left. Push the button to release the gas canister. Let the alligator
take the canister into his mouth, then shoot it! Head down to the door
in the direction the alligator came from. Head up the ladder, go
to the left, and get the eagle medal and sewer manager's diary.
Head to the right and use the valve handle on the lighted machine to
the left of the spinning fan. This will allow you to climb up the
ladder and through the airshaft. Follow the sewer until you reach the
waterfall and use both of the medals on the water-flow control
panel to the right. This will stop the flow of water and allow you
access to the door behind. Make your way to the right side of the
trolley and turn on the power switch on the control panel. This will
activate the trolley. Enter it, but beware of the monster. When he
attacks, shoot up at his arms. Once on the other side, exit, and to
the immediate left, use the lighter on the flare signal to make the
weapon-box key gleam in the light. Pick up the key and head for the
door.
Go down the walkway until you reach some zombies and the first intersection.
Go to the left, and search on the dead guy for
shotgun parts, which can be combined with the shotgun to make a super
shotgun. Head to the right and up the ladder. In the room
above, you'll find ink ribbons, Magnum bullets, shotgun rounds, and
a save point. Once all of the items have been collected, head out
the door. Go into the tractor housing sitting on the platform. Inside,
you'll find more ammo and the key to activate the platform. Take
the key out to the control panel in front of the tractor housing, use
it, and press the button to activate. Once inside, William, the
creature (you can't miss him), will attack. Exit the tractor and get
ready for battle!
Once William is defeated, go back in the tractor housing. After Ada
is done talking, explore the room for various items, head to the
east area, and go through the frozen door. Get the fuse case off the
cart and use it at table to have it put together by the mechanical
arm. Take the fuse to the junction in between the east and west area,
and use it. Head to the west area and go in the door to the
right. Get the security memo and temporary-user note. Go to the computer
and turn on the anti-B.O.W. sprinklers. Shoot the plant
coming out of the ventilation shaft with flame rounds or the flamethrower
found in the locker. Climb through the vent shaft and pick up
the ammo and ink ribbon.
Now go to open the door to the right, but beware of the fierce plant
creatures waiting behind the door. Once they have been dealt
with, head through the door and destroy one more. Then head down the
ladder by the big plant. Enter the door and search beneath
all of the monitors for the map. Go through the door and use the weapon-box
key to get the Magnum parts. These can be combined
to make a custom Magnum. Go in and deal with the zombies and pick up
the red lab card. Take it and head to the door with the
huge eggs out front. Use the card to enter, and kill the giant moth.
Then move over to the computer and clear off the keyboard by
killing all of the little creatures on it.
Use the computer and enter in the password "guest." Then head back
up to the east area and use the key card on the door. Enter
and kill the zombies and turn on the light switch. Pick up the first-aid
spray, Magnum rounds, and most importantly the MO disk.
When you go outside you'll run into Annette and receive the G-virus.
Head to the large door to use the MO disk. Ada will confront
you. After this, continue on your way to the MO disk door. Enter and
prepare for the final battle with William. Just make sure you
have a lot of herbs and/or first-aid spray and ammo!
Claire's First Scenario...
From the starting point, clear a path through the zombies and make your
way to the gun shop. There, you will find two boxes of
handgun ammunition. After the zombies break though the glass, you can
either flee in terror or kill the zombies and get the shop
owner's crossbow.
In the alley behind the shop, make your way to the back of the van
and collect the handgun rounds. The zombies will break through
the gate; take care of them and go to the door on the other side of
the basketball court. From this point, run by the zombies and
head to the bus. Once inside, take the handgun bullets out of the bag,
take care of the flesh eaters, and head for the front door of the
bus. From here, it's only a short distance to the police station, but
beware - many of the undead are waiting.
In the main hall of the police station, pick up the handgun bullets
and ink ribbon. You can save here at the typewriter. Go into the
unlocked door and speak with the wounded officer who will give you
a key card. Use the key card on the computer in the main hall
where you first entered the station house. It unlocks the other door.
In this room, you'll find a police memo, and locked inside the
desk is a can of first-aid spray. Head through the door next to the
window. In the hallway, you'll come across an officer who's had a
slight problem with his head. If you double-check him, you'll find
that he has some handgun bullets. Further down the hall, you'll
come across a pool of blood. Beware of the creature that drops down.
Simply aim low and shoot until it doesn't move anymore. Pick
up the green herbs to heal yourself now or later.
Enter the door at the end of the hall. Go down the hall and into the
double doors to the right. To your immediate left on a desk you
will find the Operation Report file. Exit the room and head down the
hall to yet another door. Beware - on the other side of this door is
a mess of zombies. Go to the top of the stairs and head down the hallway
until you reach a statue with a red jewel in its hand. Push
the smaller gray statue over the square on the floor to the left of
the big statue. Push the reddish statue over the square spot on the
right side of the statue. The red jewel will be released and is yours
for the taking. Head through the door to the right of the statue and
down the hallway.
Enter the first door to find the S.T.A.R.S. office. On Chris's desk
you will find his diary, and beneath that you'll find the Unicorn
Medal. Get the grenade launcher out of the locker and exit the room.
When you try to exit, a fax will come in, which you should
grab. Take the Unicorn Medal to the main hall of the police station
where you first entered, and place it in the front of the fountain.
This will release the spade key. Go back through the door from which
you came and down the hall, and unlock the door to the file
room. There, you'll find the Patrol Report, ink ribbon, and a crank.
To get the crank, push the step stool to the cabinet, climb up, and
get it.
Exit the room and head up to the second floor. Go down the hall past
the statues and enter the door. Inside, you'll find a little girl in
trouble. Shoot the zombie and talk to Chris. Down the hallway behind
him, you'll find a box of handgun bullets. Down the hall to the
right you'll find a box of flame rounds in the desk. Enter the library
to the left. Head up the stairs to the right and down the walkway,
where you'll fall through the floor. There, look at the picture clue
and push the red button. Approach the face of the leftmost
bookshelf, push the red switch, and move it to the right. Go to the
next bookshelf to the right and move it to the right as well. This
will trigger the picture to move and reveal the serpent stone. Take
the stone and exit the double doors. Then make your way to the
other side of the balcony, past the zombies, and through the door on
the far side.
Enter the room and pick up the lighter, ink ribbon, and the Chief Secretary's
Diary A. Return to the first floor via the emergency
ladder and head for the briefing room. Inside, go to the small room
in the back with the fireplace. Use the lighter to light the fire and
burn the painting. This will reveal the second red jewel. Take it and
go back to the second-floor save-point room where you got the
lighter. Then, exit through the opposite door and head down the hallway.
Exit through the door straight ahead. Once outside, go
down the stairs and enter the door. In the hallway, enter the open
doorway on the left.
Enter the small room with the open door to the right. Inside you'll
find green herbs behind the desk and a safe in front. To open the
safe, use the combo 2236. Inside you will find acid rounds and the
police station map.. Exit the double doors at the far end of room.
Make your way to the burning helicopter outside the police station.
Go down the stairs and enter the door around the corner for a
save point, shells, and a valve handle. With valve handle in hand,
return to the burning helicopter, go behind the open fence next to
the door, and use the valve handle on the water-pressure valve. Water
will quench the flames, and in the smoke you'll find handgun
bullets. Head back to the hallway inside the house where the helicopter
was protruding in. Now, with the flames out, you can enter
the door on the right. Once inside the room you'll find the diamond
key, along with two stone busts protruding out of the wall. Place a
red jewel in each one of the busts. This will reveal part of the blue
stone. Take the stone and head back to the first floor.
Use the diamond key to enter the evidence room on the first floor to
the right of the main staircase. Dispatch of the zombies quickly,
and search for the film and plastic explosive. Exit through the other
door into the room where the officer gave you the key card at the
beginning. This time he won't be so nice. On the desk in the room where
you find him will be the detonator. If you look around the
main room you'll come across some handgun bullets in the locker and
a memo to Leon on the desk.
When you're done poking around, head to the interrogation room that
you can open with the diamond key. Once inside you will find
the eagle stone and cord. Make your way out of the room quickly....
Now go back to the room where you got the memo to Leon. From that room,
go down the short hallway to the door you need the
heart key for. Use it and discard. Now head for the stairs. Look out
for the dogs, take your first right, and run to the first door on your
right.
Inside, pick up the green herbs and police B1 map, then head for the
reserve power control panel. There, press up, down, up, down,
up. This will activate the key card lock door. Now head back out and
take a left, pass the first door on your right, and enter the door
to the left. Go down the corridor and enter the door on your left.
Here you can save your progress or get some things out of the
storage chest. Once you exit the room you will run into Sherry. After
a brief talk you'll play as Sherry. Head to the elevator and go
up. Beware of the dogs! You want to take the first right and head straight
for the door. Once inside the room, look to the right -
hanging on the wall is the sewage-disposal map. Grab it, hop down to
the left of the control panel, and push the boxes in place so
they make a bridge. Once the boxes are in place, hop back up to the
water-level control switch and push the button. The water will
raise the boxes and you can walk across and get the club key.
You can head back to the elevator or to the door on the right where
some grenade rounds are waiting. Once back up the elevator,
Sherry will automatically give Claire the items, and you will once
again control Claire. Go back up the manhole ladder and through a
set of doors. Then, use the club key on the autopsy room to the left.
Inside, in the far left of the room in a cabinet, you'll discover the
red key card. Watch out! The moment you pick up the red key card, all
of the zombies in the room spring to life.
Next, go down the hallway to the key-card door and use the key card
to enter. There are two boxes of handgun ammunition, an
equipment bag, and a submachine gun.
Now, head all the way back to the top of the stairs. Follow the railing
to the door immediately to your right, and use the club key to
open it. Inside, you'll find the night watchman's diary and acid rounds.
Now go into the only room on the first-floor map you haven't
been in: the middle room on the upper right side. Use the club key
to enter and discard. Ignite the furnace on the far side of the room
using the lighter. Then turn the faucets on the wall in this order
12, 13, and 11. This will make the golden cogwheel fall out of the
painting. Take it and head to the third floor via the library on the
second floor.
Once there, enter the only other door on the third floor and use the
crank in the square hole in the wall to lower a staircase. Head
upstairs and use the golden cogwheel on the gears, then press the button
to open the door to the right. Behind the door you'll find
the other piece to the blue stone. Combine both pieces to make the
jaguar stone.
Take all three stones to the chief's office, after saving. Go behind
his desk and press the button beneath the painting. This will cause
the painting to move. Place the three stones in the three slots provided.
This will open a door. Head through it, pick up the mail to
the chief, and then go down the elevator.
Talk to the chief, pick up the rounds, and go down the ladder. Battle
the horrible monster and, once victorious, go back and get
Sherry. Then head to where you fought the monster, and push the button
to lower the ladder.
Head into the sewers with Sherry. She will fall into a floodgate, and
once again you will be forced to play as her. Simply forge ahead,
enter the first room, and exit it through an air vent. Evade some bats,
and pick up a silver coin at the end. After Sherry helplessly
falls, you become Claire once again. Now go further down the sewer
and through the first door, picking up green herbs before
entering. This large room contains a save point, a storage bin, and
a memo. If you go down the ladder first, you'll discover acid
rounds and first-aid spray, as well as a zombie. Or you can just go
down the elevator platform. Once down, grab the map on wall,
head into the water, and search for the flame rounds in the cubbyhole
near one end. Then go in the other direction, take a left, go
through the door, and evade or destroy the spiders. Go into the door
to the left of the waterfall.
You'll encounter Annette, Sherry's mother. After a brief discussion,
you'll go your separate ways. Use the valve handle on the
bridge-lowering mechanism. Once across and on the other side, use it
again to raise the bridge back up (trust me). Head down the
corridor until the alligator attacks, then run back until you get to
the red light on the left. Push the button to release the gas canister.
Let the alligator take the canister into his mouth, then shoot it!
Head down to the door in the direction the alligator came from. Open
the doors, and collect the coin and Sherry. Head up the ladder, go
left, and get the golden coin and sewer managerss' memo. Veer
right and use the valve handle on the lighted machine to the left of
the spinning fan. This will allow you to climb up the ladder and
through the airshaft.
Once down on the other side, look for the waterfall, and drop both
of the coins into the water-flow control panel. This will stop the flow
of water and allow you access to the door behind. Make your way to
the right side of the trolley and turn on the power switch on the
control panel to activate the trolley. Enter it and take it for a ride.
Once on the other side, exit and use the lighter on the flare signal
(located to the immediate right) to make the weapon-box key gleam in
the light. Pick up the key and head for the door. Go down the
walkway until you reach some zombies and the first intersection. Go
to the left and search the dead guy to find the almighty spark
gun.
Head to the right and go through the door. Inside, you'll encounter
some more zombies. To the right, there are two green herbs and
to the left a ladder that leads to the room. It contains a save point,
a storage box, first-aid spray, flame rounds, and grenade rounds.
Once all of the items have been collected, head out the door. Go into
the tractor housing sitting on the platform. Inside, you'll find
more ammo and the key to activate the platform. Take the key out to
the control panel in front of the tractor housing, use it, and then
press the button to activate. Once inside, William, the creature (you
can't miss him), will attack. Exit the tractor and get ready for
battle! The spark gun works very well against him. Once he's down,
head back inside the tractor housing.
After Sherry gives her speech, head to the west area and go into the
only door accessible. There, find the memo, go to the
computer, and activate the anti-B.O.W. program. Get the other memo
on the sofa and the shells in the locker. Head to the east area
and into the frozen-door room. Get the fuse case off the cart and use
at table to have it put together by the mechanical arm. Take
the fuse to the junction in between the east and west area, and use
it. Now the door in the west area can be opened, but beware of
the fierce plant creatures waiting behind the door. Once they've been
dealt with, head through the door and destroy one more. Then
head down the ladder by the big plant. Enter the door and find the
map beneath all of the monitors. Go through the door and use the
weapon-box key to get the grenade rounds.
Enter the automatic door and pick up the red key card after battling
the zombies. When you exit the room Annette will confront you.
After she's attacked, get the serum instructions from her. Use the
red key card to enter the door by the eggs. Kill the big moth, and
then use the handgun to clear off the creatures on the computer. Enter
the password "guest." Head up to the west area and use
flame rounds to kill the plant in the air shaft, then climb into the
air shaft and grab the ink ribbon and two cases of grenade rounds in
the locker. Enter the east area and use the key card on the door, pick
up the serum canister, shoot the zombies, and turn on the
lights. You will find the MO disk in the corner. Go to the computer
and use the serum canister, then hit the switch on the machine to
the right, return to the computer terminal, and retrieve the processed
serum. Head back down the ladder by the plant, enter the large
P4 door where you picked up the key card, go to the machine on the
left, and use the serum canister. The machine will process it.
Then head to the door that requires the MO disk. Go inside and get
ready for the final battle with William. After defeating him, run for
the train. Enjoy the ride!